terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
Loading...
Searching...
No Matches
LegacyPlayerRenderer.cs
Go to the documentation of this file.
1using System;
7
9{
10 // Token: 0x0200075D RID: 1885
12 {
13 // Token: 0x1700078C RID: 1932
14 // (get) Token: 0x06003DFA RID: 15866 RVA: 0x0023AF94 File Offset: 0x00239194
16 {
17 get
18 {
19 /*
20An exception occurred when decompiling this method (06003DFA)
21
22ICSharpCode.Decompiler.DecompilerException: Error decompiling Microsoft.Xna.Framework.Graphics.SamplerState Terraria.Graphics.Renderers.LegacyPlayerRenderer::get_MountedSamplerState()
23
24 ---> System.Exception: Basic block has to end with unconditional control flow.
25{
26 IL_0000:
27 brtrue(IL_0000, ldc.i4:bool(1))
28}
29
30 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.FlattenBasicBlocks(ILNode node) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 1852
31 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.FlattenBasicBlocks(ILNode node) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 1878
32 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.FlattenBasicBlocks(ILNode node) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 1878
33 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.FlattenBasicBlocks(ILNode node) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 1846
34 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.Optimize(DecompilerContext context, ILBlock method, AutoPropertyProvider autoPropertyProvider, StateMachineKind& stateMachineKind, MethodDef& inlinedMethod, AsyncMethodDebugInfo& asyncInfo, ILAstOptimizationStep abortBeforeStep) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 355
35 at ICSharpCode.Decompiler.Ast.AstMethodBodyBuilder.CreateMethodBody(IEnumerable`1 parameters, MethodDebugInfoBuilder& builder) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstMethodBodyBuilder.cs:line 123
36 at ICSharpCode.Decompiler.Ast.AstMethodBodyBuilder.CreateMethodBody(MethodDef methodDef, DecompilerContext context, AutoPropertyProvider autoPropertyProvider, IEnumerable`1 parameters, Boolean valueParameterIsKeyword, StringBuilder sb, MethodDebugInfoBuilder& stmtsBuilder) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstMethodBodyBuilder.cs:line 88
37 --- End of inner exception stack trace ---
38 at ICSharpCode.Decompiler.Ast.AstMethodBodyBuilder.CreateMethodBody(MethodDef methodDef, DecompilerContext context, AutoPropertyProvider autoPropertyProvider, IEnumerable`1 parameters, Boolean valueParameterIsKeyword, StringBuilder sb, MethodDebugInfoBuilder& stmtsBuilder) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstMethodBodyBuilder.cs:line 92
39 at ICSharpCode.Decompiler.Ast.AstBuilder.AddMethodBody(EntityDeclaration methodNode, EntityDeclaration& updatedNode, MethodDef method, IEnumerable`1 parameters, Boolean valueParameterIsKeyword, MethodKind methodKind) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstBuilder.cs:line 1683
40*/;
41 }
42 }
43
44 // Token: 0x06003DFB RID: 15867 RVA: 0x0023AFA4 File Offset: 0x002391A4
45 public void DrawPlayers(Camera camera, IEnumerable<Player> players)
46 {
47 if (!true)
48 {
49 }
50 Vector2 screenPosition = Main.screenPosition;
52 int screenWidth = Main.screenWidth;
53 int screenHeight = Main.screenHeight;
54 int num = 32640;
55 if (num != 0)
56 {
57 }
58 }
59
60 // Token: 0x06003DFC RID: 15868 RVA: 0x0023B034 File Offset: 0x00239234
61 public void DrawPlayerHead(Camera camera, Player drawPlayer, Vector2 position, float alpha = 1f, float scale = 1f, [Optional] Color borderColor)
62 {
63 int num = 1;
64 bool shouldNotDraw = drawPlayer.ShouldNotDraw;
65 if (num == 0)
66 {
67 }
68 List<int> dust = this._dust;
69 int version = dust._version;
70 dust._syncRoot = version;
71 List<int> gore = this._gore;
72 int version2 = gore._version;
75 if (version2 == 0)
76 {
77 }
79 }
80
81 // Token: 0x06003DFD RID: 15869 RVA: 0x0023B0AC File Offset: 0x002392AC
82 private void RenderOutlines(int count, float alpha, float scale, Color borderColor)
83 {
84 }
85
86 // Token: 0x06003DFE RID: 15870 RVA: 0x0023B13C File Offset: 0x0023933C
87 public void DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, float rotation, Vector2 rotationOrigin, float shadow = 0f, float scale = 1f, [Optional] Vector2[] positionalOffsets)
88 {
89 bool shouldNotDraw = drawPlayer.ShouldNotDraw;
90 List<int> dust = this._dust;
91 int version = dust._version;
92 dust._syncRoot = version;
93 List<int> gore = this._gore;
94 int version2 = gore._version;
97 if (version2 == 0)
98 {
99 }
100 if (version2 == 0)
101 {
102 }
103 if (version2 == 0)
104 {
105 }
106 if (version2 == 0)
107 {
108 }
109 if (version2 == 0 || version2 == 0)
110 {
111 }
112 }
113
114 // Token: 0x06003DFF RID: 15871 RVA: 0x0023B1A4 File Offset: 0x002393A4
126
127 // Token: 0x06003E00 RID: 15872 RVA: 0x0023B1D4 File Offset: 0x002393D4
129 {
130 if (!true)
131 {
132 }
157 WeaponDrawOrder weaponDrawOrder = drawInfo.weaponDrawOrder;
158 if (weaponDrawOrder == WeaponDrawOrder.BehindBackArm)
159 {
160 if (weaponDrawOrder == WeaponDrawOrder.BehindBackArm)
161 {
162 }
164 }
165 if (weaponDrawOrder == WeaponDrawOrder.BehindBackArm)
166 {
167 }
169 Player drawPlayer = drawInfo.drawPlayer;
170 int body;
171 if (drawPlayer.wearsRobe)
172 {
173 body = drawPlayer.body;
174 }
175 if (body == 0)
176 {
177 }
180 }
181
182 // Token: 0x06003E01 RID: 15873 RVA: 0x0023B3E4 File Offset: 0x002395E4
183 private void DrawPlayerFull(Camera camera, Player drawPlayer)
184 {
185 if (!true)
186 {
187 }
188 bool active = drawPlayer.mount._active;
189 if (active)
190 {
191 float fullRotation = drawPlayer.fullRotation;
192 if (!active)
193 {
194 }
196 }
197 if (!active)
198 {
199 }
200 if (!true)
201 {
202 }
203 if (!true)
204 {
205 }
206 int num = 1;
207 if (num == 0)
208 {
209 }
210 if (num != 0)
211 {
212 drawPlayer.PlayerFrame();
213 }
214 bool ghost = drawPlayer.ghost;
215 if (ghost)
216 {
217 float x = drawPlayer.position.X;
218 float y = drawPlayer.position.Y;
219 float x2 = drawPlayer.velocity.X;
220 float y2 = drawPlayer.velocity.Y;
221 if (!ghost)
222 {
223 }
224 float x3 = drawPlayer.position.X;
225 float y3 = drawPlayer.position.Y;
226 return;
227 }
228 if (drawPlayer.inventory.position == null)
229 {
230 int head = drawPlayer.head;
231 int wings = drawPlayer.wings;
232 }
233 int itemFlameCount = drawPlayer.itemFlameCount;
234 drawPlayer.itemFlameCount = itemFlameCount;
235 int num2 = 5;
237 Vector2[] itemFlamePos = drawPlayer.itemFlamePos;
238 if (num2 == 0)
239 {
240 }
241 Vector2[] itemFlamePos2 = drawPlayer.itemFlamePos;
242 if (drawPlayer.armorEffectDrawShadowEOCShield)
243 {
244 int eocDash = drawPlayer.eocDash;
245 Vector2[] shadowPos = drawPlayer.shadowPos;
246 float[] shadowRotation = drawPlayer.shadowRotation;
247 Vector2[] shadowOrigin = drawPlayer.shadowOrigin;
248 }
249 if (drawPlayer.invis)
250 {
251 Vector2 position = drawPlayer.position;
252 int aggro = drawPlayer.aggro;
253 float fullRotation2 = drawPlayer.fullRotation;
254 float x4 = drawPlayer.fullRotationOrigin.X;
255 float y4 = drawPlayer.fullRotationOrigin.Y;
256 int num3 = 1;
257 drawPlayer.invis = num3 != 0;
258 return;
259 }
260 bool armorEffectDrawOutlines = drawPlayer.armorEffectDrawOutlines;
261 if (armorEffectDrawOutlines)
262 {
263 if (!armorEffectDrawOutlines)
264 {
265 }
266 float ghostFade = drawPlayer.ghostFade;
267 if (!armorEffectDrawOutlines)
268 {
269 float ghostDir = drawPlayer.ghostDir;
270 drawPlayer.ghostFade = ghostFade;
271 }
272 return;
273 }
274 if (drawPlayer.armorEffectDrawShadowBasilisk)
275 {
276 float basiliskCharge = drawPlayer.basiliskCharge;
277 Vector2[] shadowPos2 = drawPlayer.shadowPos;
278 float[] shadowRotation2 = drawPlayer.shadowRotation;
279 Vector2[] shadowOrigin2 = drawPlayer.shadowOrigin;
280 return;
281 }
283 if (drawPlayer.armorEffectDrawShadow)
284 {
285 Vector2[] shadowPos3 = drawPlayer.shadowPos;
286 float[] shadowRotation3 = drawPlayer.shadowRotation;
287 shadowOrigin3 = drawPlayer.shadowOrigin;
288 float x5 = shadowPos3.X;
289 float y5 = shadowPos3.Y;
290 float value = shadowRotation3.m_value;
291 }
293 if (drawPlayer.armorEffectDrawShadowLokis)
294 {
295 Vector2[] shadowPos4 = drawPlayer.shadowPos;
296 float gfxOffY = drawPlayer.gfxOffY;
297 float x6 = drawPlayer.position.X;
298 float y6 = drawPlayer.position.Y;
299 float x7 = shadowPos4.X;
300 float y7 = shadowPos4.Y;
301 if (shadowPos4 == null)
302 {
303 }
304 float[] shadowRotation4 = drawPlayer.shadowRotation;
305 shadowOrigin4 = drawPlayer.shadowOrigin;
306 float value2 = shadowRotation4.m_value;
307 }
308 if (drawPlayer.armorEffectDrawShadowSubtle)
309 {
310 if (shadowOrigin3 == null)
311 {
312 }
313 Vector2 position2 = drawPlayer.position;
314 float y8 = drawPlayer.position.Y;
315 float gfxOffY2 = drawPlayer.gfxOffY;
316 float fullRotation3 = drawPlayer.fullRotation;
317 float x8 = drawPlayer.fullRotationOrigin.X;
318 float y9 = drawPlayer.fullRotationOrigin.Y;
319 if (shadowOrigin4 == null)
320 {
321 }
322 }
323 bool shadowDodge = drawPlayer.shadowDodge;
324 float shadowDodgeCount = drawPlayer.shadowDodgeCount;
325 if (shadowDodge)
326 {
327 drawPlayer.shadowDodgeCount = shadowDodgeCount;
328 int num4 = 16880;
330 return;
331 }
332 drawPlayer.shadowDodgeCount = shadowDodgeCount;
333 }
334
335 // Token: 0x06003E02 RID: 15874 RVA: 0x0023B8C4 File Offset: 0x00239AC4
336 private void DrawPlayerStoned(Camera camera, Player drawPlayer, Vector2 position)
337 {
338 if (!drawPlayer.dead)
339 {
340 int direction = drawPlayer.direction;
341 if (!true)
342 {
343 }
345 int width = drawPlayer.bodyFrame.Width;
346 int width2 = drawPlayer.width;
348 int height = drawPlayer.height;
349 int height2 = drawPlayer.bodyFrame.Height;
350 int num = 32640;
351 float x = drawPlayer.bodyPosition.X;
352 float y = drawPlayer.bodyPosition.Y;
353 if (num == 0)
354 {
355 }
356 int width3 = drawPlayer.bodyFrame.Width;
357 int height3 = drawPlayer.bodyFrame.Height;
358 int width4 = drawPlayer.width;
359 bool wet = drawPlayer.wet;
360 if (width3 == 0)
361 {
362 }
363 }
364 }
365
366 // Token: 0x06003E03 RID: 15875 RVA: 0x0023B980 File Offset: 0x00239B80
367 private void DrawGhost(Camera camera, Player drawPlayer, Vector2 position, float shadow = 0f)
368 {
369 int num = 1;
370 if (num == 0)
371 {
372 }
373 int direction = drawPlayer.direction;
374 int height = drawPlayer.height;
375 float x = drawPlayer.position.X;
376 float y = drawPlayer.position.Y;
377 int height2 = drawPlayer.height;
378 if (num == 0)
379 {
380 }
381 if (63488 == 0)
382 {
383 }
384 int ghostFrame = drawPlayer.ghostFrame;
385 if (!true)
386 {
387 }
390 }
391
392 // Token: 0x06003E04 RID: 15876 RVA: 0x0023B9F8 File Offset: 0x00239BF8
394 {
395 }
396
397 // Token: 0x06003E05 RID: 15877 RVA: 0x0023BA0C File Offset: 0x00239C0C
398 // Note: this type is marked as 'beforefieldinit'.
400 {
401 }
402
403 // Token: 0x04007CC4 RID: 31940
405
406 // Token: 0x04007CC5 RID: 31941
408
409 // Token: 0x04007CC6 RID: 31942
411
412 // Token: 0x04007CC7 RID: 31943
413 private static Vector2[] OutlineOffsets;
414 }
415}
class f__AnonymousType0<< Count > j__TPar
static void DrawPlayer_03_PortableStool(PlayerDrawSet drawinfo)
static void DrawPlayer_09_Wings(PlayerDrawSet drawinfo)
static void DrawPlayer_01_3_BackHead(PlayerDrawSet drawinfo)
static void DrawPlayer_23_MountFront(PlayerDrawSet drawinfo)
static void DrawPlayer_27_HeldItem(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountPlus(PlayerDrawSet drawinfo)
static void DrawPlayer_14_Shoes(PlayerDrawSet drawinfo)
static void DrawPlayer_11_Balloons(PlayerDrawSet drawinfo)
static void DrawPlayer_02_MountBehindPlayer(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoPlus(PlayerDrawSet drawinfo)
static void DrawPlayer_06_WebbedDebuffBack(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoMinus(PlayerDrawSet drawinfo)
static void DrawPlayer_01_2_JimsCloak(PlayerDrawSet drawinfo)
static void DrawPlayer_08_1_Tails(PlayerDrawSet drawinfo)
static void DrawPlayer_05_2_SafemanSun(PlayerDrawSet drawinfo)
static void DrawPlayer_07_LeinforsHairShampoo(PlayerDrawSet drawinfo)
static void DrawPlayer_10_BackAcc(PlayerDrawSet drawinfo)
static void DrawPlayer_13_Leggings(PlayerDrawSet drawinfo)
static void DrawPlayer_01_BackHair(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountMinus(PlayerDrawSet drawinfo)
static void DrawPlayer_05_ForbiddenSetRing(PlayerDrawSet drawinfo)
static void DrawPlayer_03_Carpet(PlayerDrawSet drawinfo)
static void DrawPlayer_04_ElectrifiedDebuffBack(PlayerDrawSet drawinfo)
static void DrawPlayer_12_Skin(PlayerDrawSet drawinfo)
static void DrawPlayer_08_Backpacks(PlayerDrawSet drawinfo)
static void DrawPlayer_26_SolarShield(PlayerDrawSet drawinfo)
Vector2 velocity
Definition Entity.cs:463
Vector2 position
Definition Entity.cs:460
void DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, float rotation, Vector2 rotationOrigin, float shadow=0f, float scale=1f, [Optional] Vector2[] positionalOffsets)
void DrawPlayers(Camera camera, IEnumerable< Player > players)
static void DrawPlayer_MountTransformation(PlayerDrawSet drawInfo)
void DrawPlayerFull(Camera camera, Player drawPlayer)
void DrawPlayerStoned(Camera camera, Player drawPlayer, Vector2 position)
void RenderOutlines(int count, float alpha, float scale, Color borderColor)
void DrawPlayerHead(Camera camera, Player drawPlayer, Vector2 position, float alpha=1f, float scale=1f, [Optional] Color borderColor)
static void DrawPlayer_UseNormalLayers(PlayerDrawSet drawInfo)
void DrawGhost(Camera camera, Player drawPlayer, Vector2 position, float shadow=0f)
static Microsoft.Xna.Framework.Vector2 screenPosition
Definition Main.cs:1973
static int screenHeight
Definition Main.cs:2015
static int screenWidth
Definition Main.cs:2001
bool ShouldNotDraw
Definition Player.cs:1501
bool armorEffectDrawShadowEOCShield
Definition Player.cs:21218
Microsoft.Xna.Framework.Vector2 bodyPosition
Definition Player.cs:21299
bool armorEffectDrawShadowSubtle
Definition Player.cs:21203
Microsoft.Xna.Framework.Vector2[] itemFlamePos
Definition Player.cs:20525
Microsoft.Xna.Framework.Vector2[] shadowPos
Definition Player.cs:21692
Rectangle bodyFrame
Definition Player.cs:21440
float[] shadowRotation
Definition Player.cs:21695
float basiliskCharge
Definition Player.cs:20339
bool armorEffectDrawOutlines
Definition Player.cs:21206
Microsoft.Xna.Framework.Vector2[] shadowOrigin
Definition Player.cs:21698
Microsoft.Xna.Framework.Vector2 fullRotationOrigin
Definition Player.cs:21317
bool armorEffectDrawShadow
Definition Player.cs:21200
bool armorEffectDrawShadowLokis
Definition Player.cs:21209
float fullRotation
Definition Player.cs:21314
bool armorEffectDrawShadowBasilisk
Definition Player.cs:21212
float shadowDodgeCount
Definition Player.cs:20768
Item[] inventory
Definition Player.cs:21263
void PlayerFrame()
Definition Player.cs:10462